角色的当前相对速度(请参阅注释)。
这使您可以跟踪角色实际行走的速度,例如当角色卡在墙上时,此值将为零向量。
注意:返回的速度仅仅是在调用 CharacterController.Move 或 CharacterController.SimpleMove 之前和之后,当前时间步长内距离差。速度是相对的,因为它不会跟踪发生在 CharacterController 之外的变换运动(例如,父级为另一个移动变换的角色,如移动车辆)。
using UnityEngine;
public class Example : MonoBehaviour { CharacterController controller; void Start() { controller = GetComponent<CharacterController>(); }
void Update() { Vector3 horizontalVelocity = controller.velocity; horizontalVelocity = new Vector3(controller.velocity.x, 0, controller.velocity.z);
// The speed on the x-z plane ignoring any speed float horizontalSpeed = horizontalVelocity.magnitude; // The speed from gravity or jumping float verticalSpeed = controller.velocity.y; // The overall speed float overallSpeed = controller.velocity.magnitude; } }
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